fix(editor): door/window move — fix 2D+3D FPS collapse + finish modifier migration
The 3D MoveDoor/MoveWindow tools wrote useScene every frame during a move (freeFollowAt + applyPreview alternating): the wall:move (R3F) / grid:move (DOM) de-dup compared event.timeStamp across two event systems with different clocks, so it never matched and the floor free-follow ran during on-wall slides too, ping-ponging the host and churning the nodes ref → framerate collapse in both 2D and 3D. Replace it with a single-clock wall-ownership window (performance.now, ~4 frames): the floor follow stands down while a wall/roof hit is fresh. On-wall slides now write no scene per frame (mesh + useLiveTransforms only). Lower the live wall-cutout throttle 120→60ms now that the per-frame churn is gone. Also completes the door/window modifier-model migration (#10): Shift=cycle / Alt=force-place, fully mode-driven snap, snapProfile:'item'; exclude ground-line candidates from along-wall opening alignment; emit the move SFX once per snapped step. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.8
parent
8a57105eec
commit
76096ffe72
@@ -1,6 +1,6 @@
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'use client'
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import { type DoorNode, useRegistry, useScene } from '@pascal-app/core'
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import { type DoorNode, useLiveNodeOverrides, useRegistry, useScene } from '@pascal-app/core'
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import { useNodeEvents } from '@pascal-app/viewer'
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import { useLayoutEffect, useRef } from 'react'
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import { type Mesh, MeshBasicMaterial } from 'three'
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@@ -16,6 +16,10 @@ export const DoorRenderer = ({ node }: { node: DoorNode }) => {
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useScene.getState().markDirty(node.id)
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}, [node.id])
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const handlers = useNodeEvents(node, 'door')
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const liveVisible = useLiveNodeOverrides((s) => {
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const visible = s.get(node.id)?.visible
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return typeof visible === 'boolean' ? visible : undefined
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})
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const isTransient = !!(node.metadata as Record<string, unknown> | null)?.isTransient
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const mesh = (
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@@ -26,7 +30,7 @@ export const DoorRenderer = ({ node }: { node: DoorNode }) => {
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receiveShadow
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ref={ref}
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rotation={node.rotation}
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visible={node.visible}
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visible={liveVisible ?? node.visible}
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{...(isTransient ? {} : handlers)}
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>
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<boxGeometry args={[0, 0, 0]} />
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